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  • stickman89stickman89
    Participant

    Are you guys referring to the bug I reported over here?

    https://github.com/HipsterSloth/PSMoveSteamVRBridge/issues/59

    It’s true. The tracking and fling velocity is messed up on anything released after PSMoveSteamVRBridge 1.4.2. It essentially prevents you from successfully performing many velocity based actions in quite a few games. Punching and throwing for instance causes your hands to roll away and de-accelerate at the most crucial part of the action.

    I’m really surprised it hasn’t been fixed already. HipsterSloth states they’re capturing more IMU packets, and that the filter values need fine tuning as a result. That was nearly 2 years ago… Anyway, I’m staying put on version 1.4.2 until the problem is fixed.

    Best Regards,

    stickman89

    stickman89stickman89
    Participant

    PSMoveFreepieBridge translates and serves positional data captured by PSMoveService into FreePie. Driver4VR relays that information into SteamVR. Extending the bridge if you will – which is weird, now that I think about it.

    Sorry, I’ve only just got around to re-reading my post, and I do come across confusing. (Whoops, sorry!)

    I think I actually meant PSMoveFreepieBridge, yet I wrote SteamVrBridge.

    …At this rate we’ll need a bridge intercepting and translating every mention of ‘SteamVrBridge’ in my calls, so I can get my message across.

    When I wrote the above, Driver4VR was in the midst of a code rewrite, and as a result; previously working features, like FreePieBridge positional tracking – were not fully implemented/functional. Since all the talk shifted to Kinect tracking at the time; I was concerned that FreePieBridge and PSMoveService support was slowly being phased out as interest peaked in other means of input/tracking.

    * Sorry I unearthed an old thread. I wanted to be a bit more clear. In reality, this thread now no longer serves any purpose. Everything is working rather well now as it stands *

    in reply to: Release 3 Beta – Introducing hand controllers #1400
    stickman89stickman89
    Participant

    Hi Greg.

    I haven’t had the chance to test the Beta 3 just yet due to Windows 7 not being able to detect my daydream controller within the bluetooth manager.

    I’ve since corrected that issue and have been meaning to ask….

    Is it possible to use the dream controller alongside other inputs; namely the ps move controllers for navigation puposes only?

    So to ignore any orientation/axis input from the daydream controller (since the ps move controllers will deal with that) and just use it as a means to navigate VR titles that require forward, backward and strafe input using the trackpad from the daydream controller, the latter part being mentioned in the changelog.

    I might have to make a hybrid move controller with the daydream controller integrated you see, much like you mentioned.

    Thanks again, and great work as usual!

    Stickman89

    in reply to: Release 3 Beta – Introducing hand controllers #1244
    stickman89stickman89
    Participant

    Can we use, or are you contemplating implementing the use of our daydream controller as a headtracker?

    As I for one would love to see this feature implemented.

    Kudos to your amazing work 🙂

    Best Regards,

    Stickman89

Viewing 4 posts - 1 through 4 (of 4 total)